data changing classes!!!

<bmp_begin>name: madara - name of your characterhead: satamino\face.bmp - face pic for when your selecting a character this will be shownsmall: satamino\s.bmp - this picture is shown next to the health and mp barsfile(0-69): satamino\0.bmp w: 79 h: 79 row: 10 col: 7 - the sprites i will explain laterfile(70-139): satamino\1.bmp w: 79 h: 79 row: 10 col: 7 - the sprites i will explain laterwalking_frame_rate 3 how many frames per secondwalking_speed 4.000000 how fast while walkingwalking_speedz 2.000000 how fast he goes up and downrunning_frame_rate 3 how many frames per second while runningrunning_speed 8.000000 how fast he runsrunning_speedz 1.300000 how fast he runs up and downheavy_walking_speed 3.000000 how fast he walks while holding a heavy weaponheavy_walking_speedz 1.500000 how fast he walks up and down while holding a heavy weaponheavy_running_speed 5.000000 how fast he runs while holding a heavy weaponheavy_running_speedz 0.800000 how fast he runs up and down while holding a heavy weaponjump_height -16.299999 how high he jumps (needs to be negative i think i never mess with this)jump_distance 8.000000 how far he jumpsjump_distancez 3.000000 how far he can jump up and downdash_height -11.000000 how high he dashs (run and jump)dash_distance 15.000000 how far he dashesdash_distancez 3.750000 how far he dashes up and downrowing_height -2.000000 how high he rolls (run and defense)rowing_distance 5.000000 how far he rolls<bmp_end>

<frame> 61 punchpic: 11 state: 3 wait: 3 next: 999 dvx: 0 dvy: 0 centerx: 15 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0sound: data\007.wav itr:kind: 0 (kinds will explain later there are about 16) x: 45 y: 25 w: 30 h: 30 (x,y,w,h are areas will also explain later) dvx: 15 dvy: 5 (dvx , dvy how far the character flys when using most kinds) bdefend: 2 (each character has 10 defend points this tells how many are taken when the itr hits a bdy) fall: 10 (each character has 70 fall points same as bdefend) injury: 25 (how much damage to who it hits) vrest: 10 (If you want to hit a single enemy, use arest. For multiple enemies, you need vrest. The values of these tags are the duration in TU that the object must wait before hitting the character again) effect: 5 (optonial you ca use this to add an effect to itr kind 0)itr_end:bdy:kind: 0 x: 0 y: 30 w: 40 h: 50bdy_end:<frame_end>

<frame> 0 standingpic: 0 state: 0 wait: 3 next: 1 dvx: 0 dvy: 0 centerx: 35 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0wpoint:kind: 1 (Kind: 1 is used for characters while they are holding a weapon or throwing it with dvx/y/z (this is almost always the case). If you want to drop a weapon without using dvx/y/z, you can use kind: 3 (Freeze Sword). In the weapon dat.-files, you always use kind: 2. That means that the weapon is being held and can be moved by the character. This is why all of the other following tags (not the coordinates!) are always 0 in weapons.) x: 33 y: 45 ( point of where the weapon is heald) weaponact: 21 (In character data, you note which frame of the weapon should be used (depends on if it's a light or a heavy weapon). attacking: 0 (Attacking and the "Weapon_strength_list" at the beginning of the weapon dat.-file are connected. If it's 0 the weapon doesn't do any damage, but if you use 1-4, you'll activate the corresponding entry in the list. By using this, you can make the vary the strength of the weapon in different frames) cover: 0 (If you want the weapon to be shown behind the character (Rudolf), you have to use a value of 1, otherwise use 0) dvx: 0 dvy: 0 dvz: 0 (If you want to throw the weapon, you have to use these tags. Since the horizontal distance that you throw the object depends on the vertical movement of the throw, I can't create a sample list, so you have to try it out yourself. The only thing you have to care is that if you want to throw the weapon in a boot you have to use a negative dvy - the gravity effect will bring the weapon back to the floor.)wpoint_end:bdy:kind: 0 x: 25 y: 25 w: 25 h: 55bdy_end:<frame_end>

<frame> 120 catchingpic: 135 state: 9 wait: 5 next: 121 dvx: 0 dvy: 0 centerx: 36 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0sound: data\015.wav cpoint:kind: 1 ( Kind: 1 is used for the catching character. To guarantee that the cpoint works properly, use state: 9 in all frames with cpoint / kind: 1. You should only use other states if you're very experienced in data changing. Some states can cause certain tags to lose their effects.) x: 67 y: 39 (The point at which the caught character is held. Both "Holding Coordinates" for the catching character and the caught character match up to determine where the caught character is held)vaction: 131 ( Number of the Frame the caught character uses (130-132)) throwvz: -842150451 ( If the caught character is thrown, you can set the distance in each direction here. Sometimes the values "-842150451" is used, but it's purpose is unknown) hurtable: 1 ( If other characters can hurt the caught character, the value is 1. If not, it's 0. ) throwinjury: -842150451 (If the character is thrown, the amount of life points the character should lose when falling on the floor is noted here. Sometimes, the strange value "-842150451" is used here as well.) decrease: 7 (As soon as a decrease is used, the cpoint will only last for a certain period of time. Here you can set which frame should be used for the held character after the time is up: If you set the value to 3 the character goes to frame 211 (jump), if you use 7 or -7 he goes to frame 181 (falling). )cpoint_end:wpoint:kind: 1 x: 17 y: 45 weaponact: 35 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end:bdy:kind: 0 x: 19 y: 15 w: 28 h: 65bdy_end:<frame_end>

With o-point you activate objects.

opoint: kind: 1Kind: 1 is standard - you can activate any kind of balls. With kind 2 you activate light weapons which are hold on hand afterwards (before you force the character to let the old weapon fall with wpoint / kind: 3). x: ...y: ... Here you set the coordinates where the centerpoint of the object should appear. action: Here you set at which Frame-Number the object should start. dvx: ...dvy: ... If the object should have a innitial movement (like it's used for chase balls) you can use these tags. oid: Here you note the ID-Number of the object noted in data.txt facing: How often an object should be activated: 0 one object to front 1 one object back 10 one object to right (displays) 20 2 object front 21 two object to back ............opoint_end:

itr: kind: 1 x: # y: # w: # h: # (coordinates, see my bdy tut ) catchingact: # # (in what frame You will go when enemy will be catched, use this twice 'cuz one is from front and other is from back.) caughtact: 130 130(what frame will be picked_cought /tip: You can always do this 130 if You arnen't experienced/. itr_end:

Kind: 2 (used when You need to pick up weapon with picking_light/heavy frames) :

hers an example from my mdara uchiha i am making for satamino of ntsd forum

<bmp_begin>name: madara - name of your characterhead: satamino\face.bmp - face pic for when your selecting a character this will be shownsmall: satamino\s.bmp - this picture is shown next to the health and mp barsfile(0-69): satamino\0.bmp w: 79 h: 79 row: 10 col: 7 - the sprites i will explain laterfile(70-139): satamino\1.bmp w: 79 h: 79 row: 10 col: 7 - the sprites i will explain laterwalking_frame_rate 3 how many frames per secondwalking_speed 4.000000 how fast while walkingwalking_speedz 2.000000 how fast he goes up and downrunning_frame_rate 3 how many frames per second while runningrunning_speed 8.000000 how fast he runsrunning_speedz 1.300000 how fast he runs up and downheavy_walking_speed 3.000000 how fast he walks while holding a heavy weaponheavy_walking_speedz 1.500000 how fast he walks up and down while holding a heavy weaponheavy_running_speed 5.000000 how fast he runs while holding a heavy weaponheavy_running_speedz 0.800000 how fast he runs up and down while holding a heavy weaponjump_height -16.299999 how high he jumps (needs to be negative i think i never mess with this)jump_distance 8.000000 how far he jumpsjump_distancez 3.000000 how far he can jump up and downdash_height -11.000000 how high he dashs (run and jump)dash_distance 15.000000 how far he dashesdash_distancez 3.750000 how far he dashes up and downrowing_height -2.000000 how high he rolls (run and defense)rowing_distance 5.000000 how far he rolls<bmp_end>

<frame> 61 punch pic: 11 state: 3 wait: 3 next: 999 dvx: 0 dvy: 0 centerx: 15 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 sound: data\007.wav itr: kind: 0 (kinds will explain later there are about 16) x: 45 y: 25 w: 30 h: 30 (x,y,w,h are areas will also explain later) dvx: 15 dvy: 5 (dvx , dvy how far the character flys when using most kinds) bdefend: 2 (each character has 10 defend points this tells how many are taken when the itr hits a bdy) fall: 10 (each character has 70 fall points same as bdefend) injury: 25 (how much damage to who it hits) vrest: 10 (If you want to hit a single enemy, use arest. For multiple enemies, you need vrest. The values of these tags are the duration in TU that the object must wait before hitting the character again) effect: 5 (optonial you ca use this to add an effect to itr kind 0) itr_end: bdy: kind: 0 x: 0 y: 30 w: 40 h: 50 bdy_end:<frame_end>

<frame> 0 standing pic: 0 state: 0 wait: 3 next: 1 dvx: 0 dvy: 0 centerx: 35 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 wpoint: kind: 1 (Kind: 1 is used for characters while they are holding a weapon or throwing it with dvx/y/z (this is almost always the case). If you want to drop a weapon without using dvx/y/z, you can use kind: 3 (Freeze Sword). In the weapon dat.-files, you always use kind: 2. That means that the weapon is being held and can be moved by the character. This is why all of the other following tags (not the coordinates!) are always 0 in weapons.) x: 33 y: 45 ( point of where the weapon is heald) weaponact: 21 (In character data, you note which frame of the weapon should be used (depends on if it's a light or a heavy weapon). attacking: 0 (Attacking and the "Weapon_strength_list" at the beginning of the weapon dat.-file are connected. If it's 0 the weapon doesn't do any damage, but if you use 1-4, you'll activate the corresponding entry in the list. By using this, you can make the vary the strength of the weapon in different frames) cover: 0 (If you want the weapon to be shown behind the character (Rudolf), you have to use a value of 1, otherwise use 0) dvx: 0 dvy: 0 dvz: 0 (If you want to throw the weapon, you have to use these tags. Since the horizontal distance that you throw the object depends on the vertical movement of the throw, I can't create a sample list, so you have to try it out yourself. The only thing you have to care is that if you want to throw the weapon in a boot you have to use a negative dvy - the gravity effect will bring the weapon back to the floor.) wpoint_end: bdy: kind: 0 x: 25 y: 25 w: 25 h: 55 bdy_end:<frame_end>

<frame> 120 catching pic: 135 state: 9 wait: 5 next: 121 dvx: 0 dvy: 0 centerx: 36 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 sound: data\015.wav cpoint: kind: 1 ( Kind: 1 is used for the catching character. To guarantee that the cpoint works properly, use state: 9 in all frames with cpoint / kind: 1. You should only use other states if you're very experienced in data changing. Some states can cause certain tags to lose their effects.) x: 67 y: 39 (The point at which the caught character is held. Both "Holding Coordinates" for the catching character and the caught character match up to determine where the caught character is held) vaction: 131 ( Number of the Frame the caught character uses (130-132)) throwvz: -842150451 ( If the caught character is thrown, you can set the distance in each direction here. Sometimes the values "-842150451" is used, but it's purpose is unknown) hurtable: 1 ( If other characters can hurt the caught character, the value is 1. If not, it's 0. ) throwinjury: -842150451 (If the character is thrown, the amount of life points the character should lose when falling on the floor is noted here. Sometimes, the strange value "-842150451" is used here as well.) decrease: 7 (As soon as a decrease is used, the cpoint will only last for a certain period of time. Here you can set which frame should be used for the held character after the time is up: If you set the value to 3 the character goes to frame 211 (jump), if you use 7 or -7 he goes to frame 181 (falling). ) cpoint_end: wpoint: kind: 1 x: 17 y: 45 weaponact: 35 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 19 y: 15 w: 28 h: 65 bdy_end:<frame_end>

note* there is also a inury part for some frames this frames doesn't have it

opoint: kind: 1 Kind: 1 is standard - you can activate any kind of balls. With kind 2 you activate light weapons which are hold on hand afterwards (before you force the character to let the old weapon fall with wpoint / kind: 3). x: ...y: ... Here you set the coordinates where the centerpoint of the object should appear. action: Here you set at which Frame-Number the object should start. dvx: ...dvy: ... If the object should have a innitial movement (like it's used for chase balls) you can use these tags. oid: Here you note the ID-Number of the object noted in data.txt facing: How often an object should be activated: 0 one object to front 1 one object back 10 one object to right (displays) 20 2 object front 21 two object to back ............opoint_end: End.